/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.util;

import java.util.Collection;
import java.util.logging.Level;
import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2World;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.clientpackets.Say2;
import net.sf.l2j.gameserver.network.serverpackets.CharInfo;
import net.sf.l2j.gameserver.network.serverpackets.CreatureSay;
import net.sf.l2j.gameserver.network.serverpackets.L2GameServerPacket;
import net.sf.l2j.gameserver.network.serverpackets.RelationChanged;

public final class Broadcast
{
    private static Logger _log = Logger.getLogger(Broadcast.class.getName());

    /**
     * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character that have the Character targetted.<BR><BR>
     *
     * <B><U> Concept</U> :</B><BR>
     * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
     * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR><BR>
     *
     * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
     *
     */
    public static void toPlayersTargettingMyself(L2Character character, L2GameServerPacket mov)
    {
        if (Config.DEBUG) 
        	_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:"+mov.getType());
		
        Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
        
        for (L2PcInstance player : plrs)
        {
            if (player.getTarget() != character)
                continue;

            player.sendPacket(mov);
        }
    }

    /**
     * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character.<BR><BR>
     *
     * <B><U> Concept</U> :</B><BR>
     * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
     * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR><BR>
     *
     * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
     *
     */
    public static void toKnownPlayers(L2Character character, L2GameServerPacket mov)
    {
        if (Config.DEBUG)
        	_log.fine("players to notify:" + character.getKnownList().getKnownPlayers().size() + " packet:"+mov.getType());
		
        Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
        
        for (L2PcInstance player : plrs)
        {
			if (player == null)
				continue;
			
			try
			{
				player.sendPacket(mov);
				if (mov instanceof CharInfo && character instanceof L2PcInstance)
				{
					int relation = ((L2PcInstance)character).getRelation(player);
					if (character.getKnownList().getKnownRelations().get(player.getObjectId()) != null && character.getKnownList().getKnownRelations().get(player.getObjectId()) != relation)
						player.sendPacket(new RelationChanged((L2PcInstance)character, relation, player.isAutoAttackable(character)));
				}
			}
			catch (NullPointerException e)
			{
				_log.log(Level.WARNING, e.getMessage(),e);
			}
        }
    }

    /**
     * Send a packet to all L2PcInstance in the _KnownPlayers (in the specified radius) of the L2Character.<BR><BR>
     *
     * <B><U> Concept</U> :</B><BR>
     * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
     * In order to inform other players of state modification on the L2Character, server just needs to go through _knownPlayers to send Server->Client Packet
     * and check the distance between the targets.<BR><BR>
     *
     * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
     *
     */
    public static void toKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, int radius)
    {
    	if (radius < 0)
    		radius = 1500;
    	
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		
    	for (L2PcInstance player : plrs)
        {
            if (character.isInsideRadius(player, radius, false, false))
    			player.sendPacket(mov);
        }
    }

    /**
     * Send a packet to all L2PcInstance in the _KnownPlayers of the L2Character and to the specified character.<BR><BR>
     *
     * <B><U> Concept</U> :</B><BR>
     * L2PcInstance in the detection area of the L2Character are identified in <B>_knownPlayers</B>.<BR>
     * In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet<BR><BR>
     *
     */
    public static void toSelfAndKnownPlayers(L2Character character, L2GameServerPacket mov)
    {
    	if (character instanceof L2PcInstance)
    		character.sendPacket(mov);

        toKnownPlayers(character, mov);
    }

    // To improve performance we are comparing values of radius^2 instead of calculating sqrt all the time
    public static void toSelfAndKnownPlayersInRadius(L2Character character, L2GameServerPacket mov, long radiusSq)
    {
    	if (radiusSq < 0)
    	   radiusSq = 360000;

       	if (character instanceof L2PcInstance) 
       		character.sendPacket(mov);
       	
		Collection<L2PcInstance> plrs = character.getKnownList().getKnownPlayers().values();
		
		for (L2PcInstance player : plrs)
		{
			if (player != null && character.getDistanceSq(player) <= radiusSq) 
				player.sendPacket(mov);
		}
    }

    /**
     * Send a packet to all L2PcInstance present in the world.<BR><BR>
     *
     * <B><U> Concept</U> :</B><BR>
     * In order to inform other players of state modification on the L2Character, server just need to go through _allPlayers to send Server->Client Packet<BR><BR>
     *
     * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this L2Character (to do this use method toSelfAndKnownPlayers)</B></FONT><BR><BR>
     *
     */
    public static void toAllOnlinePlayers(L2GameServerPacket mov)
    {
        if (Config.DEBUG) 
        	_log.fine("Players to notify: " + L2World.getInstance().getAllPlayersCount() + " (with packet " + mov.getType() + ")");

		Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
        
        for (L2PcInstance onlinePlayer : pls)
			if (onlinePlayer != null && onlinePlayer.isOnline())
				onlinePlayer.sendPacket(mov);
    }
	
	public static void announceToOnlinePlayers(String text)
	{
		CreatureSay cs = new CreatureSay(0, Say2.ANNOUNCEMENT, "", text);
		toAllOnlinePlayers(cs);
	}
}